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  1. Fire Emblem Engage PMU Announcement!! What is a PMU? It means Pick My Units!! Yes, you!! We have finally completed Fire Emblem Engage Blind. Now we will do a very fun and silly run, where we play with all the new DLC, play with new units, learn new strategies, wear the One Piece, and more!! We will be doing Maddening Classic Mode (Random Growths) on our second run. Pick a SINGLE unit you would like me to use and the class you want me to train them into!! It can be a unique and new class I never tried before so i can experiment with new classes I didn't get to try in my last run. It can be an experimental class that works in favor with a certain units' stats that can offer them a greater hidden potential. Or even a silly, meme class for funsies!! It's all up to you guys!! If you see most people leaning towards one side, try to balance it out with the other. We want to have a good time after all and not just struggling throughout it all. Last but not least, here are a list of BANNED units in this run. All of the ones here are units who have already been used in my previous run and it's to give opportunity to try out new characters and see more supports and get to know more about the rest of the cast I didn't get to know!! (SPOILER ALERT for Engage units below. If you have not beaten the game and do not want to be spoiled on recruitable units. Do not proceed any further) Male Alear Hortensia Anna Clanne Framme Seadall Ivy Kagetsu Yunaka Veyle Etie Fogado Timerra and Louis will not be banned cuz they are based. Timerra is a mandatory pick since she is the waifu. Sorry, not sorry. Just how it goes around here 😋 DISCLAIMER: If you want me to choose your pick, please try to be present atleast to some extent in the streams. It's only fair to others who are present and weren't fortunate enough to get a pick and that we see you around to support your specialized unit for the run!! (Or the VODS. Just leave a comment to show your support and to show that you were there. I understand people can be busy to catch it Live)😆
  2. The difficulty has been a blast. Just finished Chapter 13. Some of the paralogue missions have been really intense and am so glad for the extra reinforcements to farm exp. Who has been a surprise clutch unit for you thus far? Mine, which is no surprise at all is Yunaka. I heard a rumor if you give Brodia enough gold, you can unlock more skirms other than the tutorial one you get at chapter 11. Can anyone confirm this? Also new here. Long time fan of the site, just never posted on forums before.
  3. Long time lurker here, and I just completed my first NG Maddening run last night, taking the Verdant Wind route; and I wanted to share some of my overall thoughts about the experience, as well as my party build. I found these types of posts really helpful for my planning of the run, so I wanted to give back for those looking for ideas. General Comments on the Run -I used DLC characters, items, and aux battles. I held out on the stat boosters until after Chapter 5, but I did use the Chalice of Beginnings right away -The run took me just under 110 hours. I avoided cheesy grinding strats with rusted weapons/heal tiles. However, I did do aux battles ~1-2 weeks per month pre time skip, and ~1 week per month post time skip -I recruited every character possible on VW, and completed every paralogue. This was more trouble than it was worth, and I wouldn't do it again. I found it really stunted Byleth's growth, and she was often the last unit to promote to a class tier. Next time, I will just focus on recruits/paralogues of units that give me something I need for my endgame build -Holy cow, the difficulty at the beginning is truly maddening. I found the most difficult sections of the game were Chapters 3 & 5 (I averaged 50+ turn counts without grinding), doing DLC aux battles in the very early game, the pre time skip paralogues, and Chapter 13. The lack of stats, movement, and utility tools really punishes the player, especially when so many early enemy units have Pass -I can't stress how important it is to plan your units/builds ahead of time. The units where I planned ahead really came together, while I was kicking myself for not thinking through some unit progression ahead of time (looking at you, Byleth!) -My builds are player phase focused. I had never used some of the enemy phase strats with dodge tanking or Vantage/Wrath, and I shied away from too much experimenting once I experienced that intense difficulty curve early game My Roster (in order of MVPs) Mercedes, Bishop, 35 Battles/13 Victories (37%), 0 MVPs Faith Lv 5, White Magic Range + 1, Reason Lv 5, Magic +2, Fiendish Blow -My main healer. She is a unit of extremes -- depending on the turn, she can heal my entire party to full with the click of a button, or she does nothing. A good candidate for a Stride battalion to fill in some more useful turns -Pros: I was not using Vengeance or Vantage/Wrath strats on my other units, so Fortify was really strong and didn't come with downsides. The auto self-heal personal meant that if she did have to tank a hit, I didn't have to worry about healing her (rare). Her Res was so sky high, she could pull enemy mages worry-free throughout the whole run -Cons: She lacks really any other utility tools (Warp, Rescue, Silence), so there were a lot of turns where she just Waits -This pick was more of a security blanket for me, and if given another chance, I probably would opt for a unit with more offense or utility Marianne, Dancer, 113 Battles/50 Victories (44%), 0 MVPs Sword Lv5, Reason Lv5, Sword Avo +20, Special Dance, Fiendish Blow -I love the Dancer class, it just opens up so many possibilities (double your strongest unit, fix positional problems). I paired her with Fetters of Dromi, so I could just dive bomb a critical enemy with Lysithea and dance out -I trained her swords and gave her a Levin Sword and her relic. She was able to delete some enemy units all the way up until late game. Also, she was super dodgy with Sword Lv5 and Sword Avo+20. Between her Avo and a Guard Adjutant, I could keep her on the frontlines without as much risk -Her having Physic is a huge bonus for Chapters in which you have to split your party or Chapter 13. I didn't find much use for Silence, it was often just better to Dance a unit and eliminate the caster Ignatz, Sniper, 269 Battles/173 Victories (64%), 0 MVPs Bow Lv5, Death Blow, +20 Hit, Bow Crit +10, +4 Dex -Ignaughty was the surprise of the run. I thought he was a pipsqueak and I never used him in any of my Normal/Hard runs. I was so wrong -Because of his personal and his Speed Rally, his early game is strong as a reliable chipper or a speed rally bot to prevent or cause doubles. Thank Sothis I had him for those times you NEED some additional dmg to an enemy on forest or +Avo heal tiles -Around mid game, his crit potential comes online, and he starts to become a monster. Give him a Killer Bow, a Crit Ring, and Hunter's Volley, and he becomes a delete button with 3 range and a high hit rate -He had the highest Victories/Battles ratio on the team (64%), despite spending most of the early game chipping damage. If I could see the stats just post time skip, I bet it is some crazy high % ratio -Avoid the temptation of investing any strength stat boosts early, he'll cover it with crits later on -Overall, a low investment/high return unit with a strong early and late game -- 100% recommend Leonie, Bow Knight, 307 Battles/127 Victories (41%), 1 MVP Bow Lv5, Death Blow, +20 Hit, Bow Crit +10, Mov +1 -If Ignatz was my pleasant surprise of the run, Leonie was my negative surprise -To her credit, she was one my strongest and most flexible early game units -- useful with a lance or bow, and she can tank a hit -My intention for her was to be using Point-Blank Volley on horseback; but I already had that with Sylvain and Swift Strikes, and he got blessed with more strength and def, AND he has a relic and crest. There are too many maps in the midgame in which horseback gets neutered by terrain/stairs, so Leonie ended up being the odd woman out when I needed to pare my squad down -Luckily, Chapters 19-21 were mostly flat, so she came alive for those and salvaged her investment; but if I could do it all again, I would find a way to get her airborne Claude, Barbarossa, 410 Battles/196 Victories (48%), 2 MVPs Bow Lv5, Death Blow, +20 Hit, Bow Crit +10, Bowfaire -Oh man, I feel like I could talk forever about Claude. After this run, I am still no closer to knowing if he is the best lord or the worst lord -Best lord: Barbarossa is a top tier class, and requires no investment. Encloser means that Claude can always deal with an enemy unit, even if he can't delete it. Ashes and Dust is an S tier battalion. Two fliers to start Chapter 13. He has good supports with other natural fliers. Dreamiest eyes -Worst lord: He is a liability on enemy phase. Lacks the raw damage of a Bey-delgard or a Dimitri. Locked out of Darting Blow (granted, so is Dimitri) -Either way, he was a super solid unit for me. Low investment/high return Seteth, Wyvern Lord, 209 Battles/115 Victories (55%), 2 MVPs Lance Lv5, Death Blow, +20 Hit, Lance Crit +10, Alert Stance+ -Seteth was a strong unit for me. My only complaint is that you get him so late -You really need to take Chapter 12 and the first bit post time skip to invest in him to get him caught up with masteries -- plus you also want to rush to Lances A -Once you do get him online, he is immediate A team material just as you start getting more unit slots available for chapters. Swift Strikes + flying is so strong -I got lucky with Def/Res level ups. Along with his very strong crest, he was one of my few units who could take a punch or two in the late game and still keep trucking along Sylvain, Paladin, 320 Battles/202 Victories (63%), 3 MVPs Lance Lv5, Death Blow, +20 Hit, Lance Crit +10, Strength +2 -My other Swift Striker, I went the Paladin route (as opposed to Wyvern). It is really low investment when you don't have to worry about getting him airborne or trained too high in axes -- that way you can focus on rushing Lances A -Sylvain has a really good set of bases, so the immediate recruit from F Byleth added a strong early game unit for free -I think if the terrain in this game was more forgiving for horse units, Paladin Sylvain would be one of the best unit/class combos in the game -He was my Death Knight killer late game once the Death Knight scaling outpaced Lysithea's damage; Swift Strikes + Lance of Ruin is that strong Balthus, Grappler, 290 Battles/177 Victories (61%), 3 MVPs Fist Lv5, Death Blow, +20 Hit, Fist Crit +10, Fistfaire -While I found his voice acting and barks grating, on the battlefield he is a monster -Another low investment/high return unit, with a fist relic for when you need a little bit of extra oomph -I had originally intended to leave him in War Master, but the terrain ignore and Fierce Iron Fists from Grappler are just too strong that I went back after getting Quick Riposte. After this run, I am not convinced Quick Riposte was worth it, and that maybe the best play is to just stop at Grappler -The biggest flaw, if you can call it that, was that he didn't have Canto (unlike most of my other top units), so he sometimes got left out of position and had to use a turn to catch up Petra, Wyvern Lord, 286 Battles/184 Victories (64%), 4 MVPs Axe Lv5, Death Blow, Darting Blow, +20 Hit, Alert Stance+ -I really don't have much new to add on Petra that others here don't already know. She is one of the strongest units in the game -- great growths, great skill boons, natural fit into Wyvern Lord/Falcon Knight -I rushed B support to get her ASAP, and slotted her in immediately -She's not the perfect unit -- no crest to use a relic safely, she doesn't have a lot of supports out of house, and she gets a little outscaled in the final chapters -If you've been reading closely, you've probably noticed I've often mentioned valuing "low investment" unit/class combos. That is because you have limited investment, and a unit like Petra needs a lot of investment to thrive -- flying, auth, axes, bows, lances to get to my endgame build, not to mention using stat boosters to fix any issues you have with her growths. This is where progression planning really paid off Hilda, Wyvern Lord, 375 Battles/207 Victories (55%), 5 MVPs Axe Lv5, Death Blow, Darting Blow, +20 Hit, Alert Stance+ -What a unit, Hilda rules. By the end of my run, I was chanting Hilda! Hilda! along with her -She was just a better-performing version of my Petra above, because she had higher Str and Freikugel to help keep up with late game damage -Hilda required the most investment by a wide margin -- neutral in bows/flying, and a bane in auth. She was instructed every week, and part of all of my Group Tasks. I also gave her Dex stat boosters to help fix her hit rate issues -I also did a little training in Heavy Armor early to get her a cert in Armored Knight to raise her Def a bit. She was able to tank a hit to soften Nemesis at the end, which is more than I can say for most of my units -High investment, very high return -- struggled with hit rate in the early game, but even so, she was one of my strongest units throughout the whole run Byleth (F), Falcon Knight, 443 Battles/247 Victories (56%), 9 MVPs Lance Lv5, Death Blow, Darting Blow, +20 Hit, Alert Stance+ -I went female for the access to Darting Blow and the free Sylvain -This is my first Byleth that I didn't keep in Enlightened One with a sword, and I vastly underestimated the amount of monastery training I needed for her to keep up her progression with her students -Luckily, post time skip you are swimming in activity points, so I eventually got her there; but she was my last unit to certify into her final class. I only went Falcon Knight because I was so behind on axes compared to lances/swords -My strongest unit early game, really carried the first few chapters. Also my only unit who could keep up with endgame stat scaling and who could still reliably double all the way through Nemesis -Because it is so easy to keep her Charm sky high, she was my Ashes and Dust gambit user, and it really carries some sticky situations late game -She was also the closest thing I had to an enemy phase dodge tank, and I would use her when I needed to pull late game enemy units Lysithea, Gremory, 381 Battles/226 Victories (59%), 15 MVPs Reason Lv5, Fiendish Blow, Uncanny Blow, Dark Magic Range +1, Dark Tomefaire -What a monster of a unit. I gave her my +2 move shoes and Thyrsus -- so she had a ton of battlefield control -She was my only Warper, so I sometimes had to forego the damage to get some critical utility -I often paired her with Marianne's Dance, so she could delete just about any two units per turn from 5 tiles away. I mentioned this before, but it was so effective to dive bomb her deep to delete a priority unit, then use Marianne to Dance + Fetters her out of harm's way -I considered her an S+ tier unit coming into this run, but I am backing off of that a little. Her early game is slow before she gets going, and really late game she struggles to OHKO enemy units, even if you feed her Magic stat boosters -However, once she got Thyrsus and some class masteries, all the way up until the very late game, Lysithea was the undisputed champion of my run Honorable Mentions Lorenz, Mage -I kept up with his training and used him as an adjutant through Part 1 for one purpose: to help Ignatz stay alive in Chapter 13. When it was time to shine, there were two turns when I needed his damage to keep it all together, and he delivered -So much experience investment for 2 turns, but worth it Caspar, Warrior -1 Battle, 1 Victory: the Death Knight. What a boss Conclusion A big shout out to the people who contribute to this forum -- you really helped me put together a plan and see it through -- it was such a rewarding gaming experience. I hope this post can help others like me who were on the fence and looking for some ideas. I invite your feedback or any recommendations to improve on these ideas for others.
  4. After a 2 month hiatus, we are finally back with our Fire Emblem: Three Houses Pick My Units Iron Man Run (on Maddening Mode) As a reminder, these were the units chosen for the PMU: Mortal Savant Hapi (by: Father Shrimpas) Warmaster Hanneman (by: Saint Rubenio) Swordmaster Raphael (by: Benice) Holy Knight Ingrid (by: Lonestar) Trickster Jeritza (by: Dayni) Wyvern Lord Annette (by: Sooks) Warrior Constance (by Dr. Shaky Jones) Valkyrie Lysithea (by: Ether) Sniper Mercedes (by: AnonymousSpeed) Paladin Hubert (by: Barren) Dismounted Falcon Knight Byleth (by: Ether) Dancer Edelgard (by: The ChoZen One) And the PMU Rules: - Maddening Mode - Iron Man (No divine pulses or resets, If Byleth or Edelgard dies, the run ends. No retreating. If a defeat condition is met, the run ends. Paralogues and all!!) -Units have to be in their respective chosen classes as soon as the classes to them are available and from the moment they are, they have to be used for every chapter battle (can only be changed temporarily during auxiliary battles when training to get skills) - Iron Man Officially Starts at Chapter 2 (Chapter 1 will not count to save time) - No Chalice of Beginnings, Start game stat boosters. - Ashen Wolves, Anna, & Jeritza are allowed - New Game+ - Using NG+ Renown to raise Skill level is not allowed. Only for supports (to recruit students) and to get Professor Rank A. - Abyss Renown items are allowed depending how difficult the run gets. As well as the Yellow Aux battles as well as carry over gambits from a previous new game file (including Ashes and Dust) But I will refrain from using anything I feel is not necessary. I will use these most likely though. - DLC classes are allowed. - I am allowed to look at map/enemy data on stream to check ambush reinforcement placements & triggers. - The battle of the eagle and lion will be treated as an iron man map. If someone dies, I can't use them again. - If a Unit dies, already start preparing your votes for the backup units I will use (Give a unit and a class you want them to be in). So far we have Warrior Ignatz and Armor Knight Manuela. Streaming Part 4 now!!:
  5. So I can't stop thinking about the Maddening Iron Man I am about to do on Crimson Flower. I'm so excited for it for some reason and I been preparing notes and stuff to take this as seriously as possible to get it done successfully on stream!! If you guys have any tips or suggestions to help make the Iron Man more doable let me know!! (This will be streamed after I finish my Maddening Blue Lions NG+ 3 DP Run). This will be my very first maddening iron man for Three Houses so I am beyond excited and nervous. I practiced Maddening for GD & BL routes, so hopefully the knowledge from those playthroughs help!! The rules are going to be: - No resets, & no retreating. If a green unit dies in a paralogue that causes a defeat condition and gameover (Rodrigue, Rhea, etc.) Run can still continue, but paralogue must be ended right there and I unable to retry it again. Any units lost prior to the defeat can't be used again. If it is one of my units and their death is apart of the defeat condition, if they die, then the run ends. - No Divine Pulse AT ALL. This is a TRUE Iron Man run so I don't want to use these like I did in my current BL Maddening run. - No DLC items (Chalice of Beginnings, Start game stat boosters, etc.) However, Vajra- Mushti & Fetters of Dromi are allowed to use for Yuri & Balthus. - Ashen Wolves, Anna, & Jeritza are allowed - No New Game+. However I will be playing on NG+ for the Edelgard hairstyle but I won't be using any of the renown. So it will be played as if it WAS a non-NG+ file. Renown statues will not be touched if they carry over some of the perks from a previous run. (I will check and try to select a file that doesn't have the statues maxed) - No Abyss Renown items. - DLC classes are allowed. - Endgame classes for team can't have more than 2 units in the same class. (No full wyvern team, full dark flier team allowed, etc.) - I am allowed to look at map/enemy data on stream to check ambush reinforcement placements & triggers. - Iron Man officially begins after the mock battle, as it's easy to get RNG screwed in that battle and lose a unit/game over. So anyone who dies stays alive. And if I game over, since nothing is really affected since the only map prior to that is the tutorial map, we are allowed to retry the map if something goes wrong (to save time from unecessarily playing the long tutorial and starting monastery section again and again) To compensate for this, the battle of the eagle and lion will be treated as an iron man map. If someone dies, I can't use them again. If there are any fun rules you want to suggest (may or may not be added) or things I am forgetting to make the Iron Man run as fair as possible, let me know!! 😄 But yeah any tips or suggestions to help me complete the run, give me your wisdom!! 😁 This is my planned team:
  6. At the moment I am on chapter 17 on my Blue Lions run. I've managed to overcome the fights so far with Dimitri's B.Vantage + B.Wrath more or less but it's still really damn potent. Byleth on my run is right now a War Master. He already mastered Enlightened One and War Master so I have Sacred Power and Quick Riposte. I'm not sure if there is anything else he should go for. I feel like War Master is the ultimate goal for him. I could pick up Brawl Avoid from War Monk or maybe give him Fierce Iron Fist for Grappler. Here's a pic down below. Let me know what you think. This picture is from Imageshack so I'm hoping that people can see it
  7. So here I am, on my first maddening play through and I just made it through the mess that is chapter 13. The route I am on is Silver Snow, and this map on maddening scares me a lot. So, with the whole of timeskip left to complete, is there anything I could or should be doing to be able to take on this map at the end? Since I made it through 13 I definitely want to be able to complete this run. The units I have access to are Byleth, all the black eagles (other than Edelgard and Hubert, obviously), Flayn, Seteth, Catherine, Shamir and Cyril (yeah, SS Cyril, but I have stat boosters at least), and since that’s a perfect 12 I guess that will be my endgame team. But the question remains, how can I prepare? Is this chapter easy to soft lock on like chapter 13? I just feel this chapter will be problematic. Thank you.
  8. The inevitable thread for someone on their first play through of maddening. And another one bites the dust. I‘m sorry, but how are you supposed to do this?? The entire first section of the map is jam packed with super fast (and therefore doubling) enemies like thieves, assassins (ugh), grapplers and snipers so my wyverns can’t even stay mounted. Everyone has been trained up. Of everyone who joins on the left (Byleth, Seteth, Petra, Caspar and Dorothea) only Dorothea is not a wyvern rider, she is a dancer. Everyone has an offensive gambit, and I have things like the speed ring, Petra with alert stance, accuracy ring, the prayer ring, Dorothea’s rally charm and Thunderbrand amongst this group. Everyone has supports with each other (except Seteth who naturally only has support with Byleth) and yet I just get completely curb stomped. So. Many Enemies. So, what do I do to survive the very beginning? I can kinda sorta barely make it to the turn after Dorothea, Caspar and Petra join. Yay... Maybe I should reclass people to not wyverns? I don’t have any super good flying battalions, except Cichol wyvern co but >A authority so no one is using it. Dorothea’s empire magic users is really really good but that’s it. But if my unit’s can’t fly away, they die. I just don’t see how to do this. So many enemies, all of them doubling...
  9. So I have recently begun my first not just messing around save file in maddening mode, on NG because I want that golden title screen. I have made it to chapter six and I find myself increasingly concerned that I’m not going for the “optimal” builds and that I’m wasting all my in game time, which could cause me to be stuck with weak sauce units who can’t progress late into the game. Which brings me to the question of today’s thread, how essential are good skill sets and how much work should I put in? I at least plan to get death blow for my physical units, fiendish blow for my mages, and darting blow for everyone who is applicable, but then what? I’m just getting to intermediate tier so now is the time to ask, I feel. More questions: Are there any other classes that is really important to master? How much should I focus on getting skills from tutoring (as in going for certain skill ranks to get abilities)? I just want to make sure I can finish this run, and now is where I can really start shaping my units I feel. Thank you!
  10. I'm on my first go at Maddening on Verdant Wind, (NG, Classic) and I'm finding Maddening to be rather punishing right now. My greatest fear for the playthrough is getting softlocked on ch. 13, so I'm trying not to mess around anywhere. I'm also trying to avoid grinding, since I don't wanna wreck the difficulty curve of the game. That said, I feel that already at ch. 4, I've sorta hit a wall stat and skill wise, particularly with having no actual way to deal with the DK. I can deal with it now, but I don't know if I will be if there are any difficulty spikes. So I suppose the question is: Is Maddening feasibly possible without any auxillary battles, or should I start getting them now rather than having to backtrack later to get past a softlock?
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